Pathfinder Roleplaying Game: Mythic Adventures


Jason BulmahnTracy Hurley - 2013
    Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

Star Wars: The Roleplaying Game


Greg Costikyan - 1987
    Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.

Star Wars Roleplaying Game Core Rulebook


Bill Slavicsek - 2000
    Become a Rebel fighting to restore freedom to the galaxy. Join New Republic forces to battle an enemy from beyond the limits of known space. There are millions of exciting adventures awaiting you. What's your story?

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

Ghouls: Fatal Addiction


Ronni Radner - 1997
    It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due. ...You Know You Want It! Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too. Ghouls: Fatal Addiction includes:* Rules for creating vassal, independent and revenant characters.* New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave.* Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

One Helluva Bad Time: The Complete Bad Times Series


Chuck Dixon - 2019
    Everyone and everything needs to get the hell out of their way. They have mission(s) to complete. Go up and click 'Read For Free' or 'Buy Now' and dig into an adventure that will have you hearing the sounds of the past, while smelling the gun powder as the team fights across the world, and time. A FEW QUOTES ABOUT CHUCK DIXON: “Chuck is a damn good writer who is really good at hooking you, giving you fun characters, and telling you one hell of an adventure story.” Larry Correia, Monster Hunters International, the Grimoir Chronicles “An intelligent and well thought-out high action time travel story.” Noah Mullette-Gillman, Luminous and Ominous “Dixon excels at putting down action, of introducing larger-than-life heroes, kicking them through the door into a big mess, and having them sort out a situation in a flurry of martial arts moves and big guns.” Mel Odom, The Rover series.

Call of Cthulhu: 7th Edition Quick-Start Rules


Sandy Petersen - 2013
    — one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!

A Song of Ice and Fire Roleplaying


Robert J. Schwalb - 2008
    In spite of the promises of justice and prosperity for all, this perilous time is marked by the political maneuvering of ambitious nobles and foul plots hatched in secret councils.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Rogue Trader: Core Rulebook


Owen Barnes - 2009
    Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.